Natural Selection 2
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matso
Master of Patches
9:45AM
Location Relevancy; get around max-relevancy distance by location based relevancy
UWE has a bit too much on their platter right now to commit to supporting it, so they prefer it to be a mod. It may be included in mainline if it shows itself to be stable and popular.
Squeal_Like_A_Pig
Janitor
5:38AM
UWE to replace Vanilla NS2 with Sewlek's balance mod in the near future
thelawenforcer wrote: » how do you intend to quantify this outcry? will it be before or after? will it be based purely on these forums, or will you run a poll ingame to try and reach the maximum amount of players? I ask because you cannot possibly measure the outcry or lack of until you inform the entire player base of said changes. Seeing as even now we only have a 'confirmed denial' i wouldnt say that these plans have been effectively communicated to the community. to assume there is little or no outcry on these pretences seems to be a bit premature. We have plans to promote the mod through the official channels, soon. Sewlek has been working towards finalizing the features, and then we can put it into the final phase of testing and get the word out to more people through blog posts, twitter feed, in game news, etc, to let them know that this could be the future of NS2 and to start playing and giving feedback if they want to have a say. Feedback can be given on the forums - Sewlek has been reading every single post in those threads. It can be given in game - Sewlek is constantly playing on BT mod servers and watching and listening to player experiences. There is an upcoming BT tournament that teams are participating in, and we will be watching those and listening to the players opinions. There are and will be plenty of arguments for and against various features in the mod, and of course we won't please everyone with the changes. But we will listen, and, based on all the feedback we receive from all areas of the community, as well as our own judgement about what we feel is best for the future of NS2, we will make the final decisions about which elements to carry over from the mod into the game. But people need to remember that how you present your opinions is as important as what they are. "OMG this mod sux and is going to kill NS2" is the kind of presentation of an opinion that does little to contribute to the ongoing discussion, and will likely result in those opinions being ignored. "I don't like ___ feature , because of ____ and ____ " is the sort of feedback we are looking for and that will matter.
Hugh
Cameraman
12:24AM
Natural Selection 2 Build 248 is now live on Steam! - Natural Selection 2
XBox, post a bump comment to open the comment thread, and tell Siri to get to work on Build 249.
SteveRock
May 21
Do the "Performance-Jam"!!!
StrikerX3 wrote: » I wonder if Spark is using LUAJIT or if UWE is at least planning to experiment with it. LUAJIT, in addition to JITting code (as opposed to interpreting, which is slower), also enables you to use fibers (kind of lightweight "threads") which might help increase performance on multi-core CPUs depending on how well they're used. I'd like to hear from UWE about that. And since you seem to be fairly technically minded, the major challenge we face with LuaJIT is the Lua->C++ API. For LuaJIT to be performant, you have to architect that API in some pretty specific ways, otherwise you will always break the JIT compiles and get almost no benefit from it. Completely changing the API is not an attractive option (rewrite a lot of code..break all the mods..), so we're currently investigating ways of avoiding this.
SteveRock
May 21
Quick switch, it doesn't work?
OK we should have this fixed up, flicker and all, in a hotfix coming soon.
matso
Master of Patches
May 21
Location Relevancy; get around max-relevancy distance by location based relevancy
Yea, theoretically you can lower the relevancy distance and compensate by linking together locations manually. Not really something I would recommend though - the potential win with lowering relevancy distance is probably not all that great. It is really intended to help in cases where you happen to have a potentially long sightline like Summit Reception/Crevice, or really large locations (Skyfalls Helipad, Goliath Storage) where increasing the relevancy distance is not a good idea (covering all of Storage would require a relevancy distance of 130+m radius - THAT would be a bad idea).
Squeal_Like_A_Pig
Janitor
May 21
Do the "Performance-Jam"!!!
gnoarch wrote: » NS2 was in development for about 7 years. No it did not. The real development time was about 3.5 years, with some tech tests being done on the Source engine maybe a year before that. gnoarch wrote: » it is really no exaggeration to say that this whole engine business cost AT LEAST 3 or 4 years of development time AND forced UWE to release a product that was clearly not in the state everyone hoped it to be at that point. It IS an exaggeration to say that. Yes, using our own tech did set us back, maybe a year, but using another existing code base (particularly Source) is no picnic either. It can be very time consuming for programmers to try and learn and work through all the layers in those engines, and there is a lot of fighting against stuff that wasn't designed for the kind of game we were making. Some factors when deciding to go with our own engine. We had almost no money. We could not afford to license an existing engine, and did not want to have to pay out an exorbitant amount of money in royalties down the road. There were also fewer options for game engines then there are now. Additionally we thought we'd still be able to license and use the source tools, like Hammer, even though we were using our own engine, but we found out later that Valve would not allow that. So, we had to spend a lot of time creating our own tools - map editor, FX editor, etc. And, of course, as is common knowledge, we wanted to use a code base that could make modding for NS2 much easier to do. Some people in this thread say they don't care about the flexibility of the engine, only the final end product game, but the whole idea behind making our engine so moddable WAS to make the end experience better for players. More mods = more options for the playing experience. Yes, we paid a price in performance costs, but early in development there was no real well of telling how much of a cost that would be.
SteveRock
May 21
Quick switch, it doesn't work?
With regards to the initial toggle-back-and-forth, it still switches to the previous weapon, right? So it still works but it just glitches a bit?
SteveRock
May 21
Quick switch, it doesn't work?
Looking into this right now.
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